You have a military rank from your career as a soldier.Soldiers loyal to your former military organizationstill recognize your authority and influence, and theydefer to you if they are of a lower rank. You can invokeyour rank to exert influence over other soldiers andrequisition simple equipment or horses for temporaryuse. You can also usually gain access to friendlymilitary encampments and fortresses where your rank is recognized.

History

Shujin was the second oldest son of a blacksmith and the older brother to two sisters. He idolized his older brother. So his brother joined the military he decided to do the same but Months before he was able to finally join his brother was killed. The details surrounding his death was away from them. Still this did not change his mind, it only strengthen it. He still joined the military even against the wishes of his father and sisters.

It did not take long before he climbed the ranks. Those that had served beside him as soldiers trusts him while those that served under him follow him with out question. He had a sense of Honor and Duty one that spread among his men.

His time with the military ended abruptly. While helping occupy a captured stronghold he witness the troops of other officers do horrible things to the people of the stronghold. He ordered the men to stop with no luck. When words did not work he let his actions speak for himself. He told the his men to gather the prisoners and protect them from the rest of the army. This act was taken as treason by many of his superiors yet a few believed it was noble. In the end he was punished but not killed. He was to be secluded for a week. Before the punishment was carried out one of his supporters slipped him a journal.

During his seclusion he read the journal. In it described events that happened similarly to his own. Yet the end was not as he had hoped. The man was killed along with his men. The General in charge did not want his name sullied decided to label those executed as men killed in action. As he continued reading a feeling of anger and betrayal swelled inside him. He knew. In the end was a small note. The owner of the journal belonged to a soldier that was transfered from the man's squad before the battle started. The soldier's last entry thanked the man he had served. Tears slowly crawled down his face as he reads the man's name. Under his breath he calls his brother.

After the week ended he was release. One of those waiting was the officer who gave him the journal, he had a sad apologetic looks as he watched. He and his men left the military soon after. He himself travelled alone occasionally traveling as an guard to merchants traveling the same road he was on.

Fighting Style:Two-Weapon FightingWhen you engage in two-weapon fighting, you can addyour ability modifier to the damage of the second attack.

Second Wind:You have a limited well of stamina that you can draw onto protect yourself from harm. On your turn, you can usea bonus action to regain hit points equal to 1d10 + yourfighter level.Once you use this feature, you must finish a short orlong rest before you can use it again.

Action Surge:Starting at 2nd level, you can push yourself beyond yournormal limits for a moment. On your turn, you can takeone additional action on top of your regular action and apossible bonus action.Once you use this feature, you must finish a short orlong rest before you can use it again. Starting at 17thlevel, you can use it twice before a rest, but only once onthe same turn.

Battle Master:Combat SuperiorityManeuvers 3, +2 at 7th, 10th, 15thDistracting Strike. When you hit a creature with aweapon attack, you can expend one superiority die todistract the creature, giving your allies an opening. Youadd the superiority die to the attackís damage roll. Thenext attack roll against the target by an attacker otherthan you has advantage if the attack is made before thestart o f your next turn.

Riposte. When a creature misses you with a meleeattack, you can use your reaction and expend onesuperiority die to make a melee weapon attack againstthe creature. If you hit, you add the superiority die to theattack's damage roll.

Sweeping Attack. When you hit a creature with amelee w eapon attack, you can expend one superioritydie to attempt to damage another creature with thesame attack. Choose another creature within 5 feeto f the original target and within your reach. If theoriginal attack roll w ould hit the second creature, ittakes damage equal to the number you roll on yoursuperiority die. The damage is o f the same type dealt bythe original attack.

Superiority Dice4/4 d8, +1 at 7th and 15thSaving Throws

8+Proficiency Bonus + Str or Dex Mod

Student of War: Smithís toolsProficiency with one type of Artisan's tools

So far we have a Fighter, Sorcerer, Wizard, and whatever Ruby makes. keep in mind that if you need someone with talents your pc's don't have, you can hire any number of colorful individuals in Antioch, and if you make some friends they might be willing to accompany you for free, or at least for a share of the loot. You have quite a few niches unfilled - no explorer, front-line tank, or healer/damage mitigator. On the plus side, you guys have some solid damage-dealing and utility magic capability, and you're all very capable in social situations. Keep in mind, you can solve problems any way you see fit - i won't go out of my way to punish you unduly for not having a 'role' filled - but you probably wanna get buddy-buddy with some of the locals in a hurry thankfully, that's something you guys should be good at with your great charisma scores and interaction skills.

By Great Interaction skill you mean intimidation? I bough a wagon so we don't have to walk everywhere... And we'll see if any of them Adventurers are fine with joining us. You should throw a few at us that you think would be a nice addition to the them.

By Great Interaction skill you mean intimidation? I bough a wagon so we don't have to walk everywhere... And we'll see if any of them Adventurers are fine with joining us. You should throw a few at us that you think would be a nice addition to the them.

Intimidation totally counts as an interaction skill, and with a decent Cha you can get a lot done even without proficiency. Besides, sometimes the best way to get what you want is to make dire threats, and maybe even be willing to back them up.

I'm doing a write-up on religion and alignment in the setting right now, so you guys have a bit more information, and i'll make an IC post shortly after.

I'm doing a Rogue but don't expect a combat monster likely she will be a human from the local area, with an entertainer background and a thief by vocation. Mulling over if I should take the variant racial traits or not.

I'm doing a Rogue but don't expect a combat monster likely she will be a human from the local area, with an entertainer background and a thief by vocation. Mulling over if I should take the variant racial traits or not.

Religion and AlignmentReligionIn this world, there a few options as far as religion goes. First and perhaps most prominent is the Holy Church of the Eternal Light, a monotheistic religion (in theory) that reveres a being known variously as the Eternal Creator, the Light, the All-Mother, or simply God. Like all religions, there are splinter groups and sects within the church as a whole, such as the Wayfarers, a sect that focuses on the duality of light and dark, with a focus on the dark (they are not necessarily evil, though wayfarers can usually be described as unsettling at best). The church teaches that all other deities are false, a belief that does not endear them to followers of other faiths and they are often willing to force conversion to the true faith at swordpoint, though not all followers of the light are militant or rigid, and most are happy to leave peoples with faiths different from theirs believe what they will. The least aggressive of them are, ironically, the Wayfarers - they believe that the nature of the light and dark is vast enough to encompass all things, and that all creation is an expression of the creators will.

Next is simple nature-worship, an animistic faith whose adherents believe that there are spirits which govern every single thing in creation. Many people in more rural areas as well as elves and the Shou humans venerate nature and the spirits, an ancient practice that predates the existence of the Light as a religion and is mostly informal.

In the burning deserts of the south, the dark-skinned people there venerate the powerful and near-godlike Djinn Lords that rule those lands, and their priests are as often sorcerers as they are clerics or paladins, paying them tribute in treasure and slaves.

Race by RaceHumans can follow any faith, depending on their inclinations and culture. the Shou generally tend to be nature-worshippers, and more humans than any other race are followers of the light.

Dragonborn - the dragon-kin usually worship no deity, believeing only in their own strength and prowess to make their way in the world, but those who choose to join a faith tend to be some of its most fanatical adherents.

Dwarf - Dwarves are split along genetic lines when it comes to religion. The mountain dwarves of the frozen north are devout followers of the Light, whilst the more nomadic Hill Dwarves have diverse ranges of beliefs based on their culture and personal inclinations.

Elf - Most elves venerate the spirits of nature, though a few have found peace and purpose as followers of the Light (or dark, in the case of the Drow).

Gnome - You will be hard-pressed to find a gnome that does not revere the spirits of nature.

Halfling - Halflings who bother with religion at all usually pray to the spirits of nature, but the Stout halflings of the south worship the Djinn just as all other people there do.

Half-Elf - Like their human and elven parents, they follow whichever faith their culture or personal inclinations dictate.

Half-Orc - Half-orcs raised among humans have as diverse a range of religious beliefs as their human parents, whilst those raised among orcs tend to venerate the spirits of nature like their orc kin.

Tiefling - Tieflings have no particular religious inclinations, though they are slightly drawn toward the Holy Light. Tieflings who venerate the djinn are virtually non-existent, as tieflings found in the southern lands are typically killed on sight or at birth.

AlignmentAlignment works a little differently in this universe. Firstly, the Good and Evil alignments are replaced with Light and Dark. Chaotic and Lawful remain the same, but they represent something different - Lawfully-aligned souls are strongly associated with order and stasis, while chaotically-aligned souls favor entropy, the universal force of destruction that breaks down all things. Your characters alignment is not an expression of his or her personal ethos or actions so much as it is simply the way in which your soul is inherently aligned. A persons alignment is set at birth, and nothing short of powerful magic can alter it. Many a good persons soul is aligned with the Dark through no fault of their own, and even the most black-hearted villain can have a soul of purest Light. in this world, you must play the hand you are dealt. Your souls alignment may incline you toward dark, light, law, or chaos, but what this means is that even if you can somehow find a way of discerning a persons alignment, there is no guarantee their alignment will be an indicator of the type of person they might be. the degree to which a persons alignment affects personality varies wildly from individual to individual.

If anyone wants to change their alignment or character background as a result of this, feel free. From a mechanics standpoint, divine characters can freely choose their oaths/domains/etc as fits their belief system. PC paladins must carefully delineate what oaths they took upon reaching level 3.

Btw: I want to specailise in enchantment - the online reference said that it would be clarified in chapter 10 and arcane focuses detailed in chapter five but the online player reference doesn't have that !.

Routine: Instrumentalist, Poet, SingerFeature : By Popular DemandYou can always find a place to perform, usually in aninn or tavern but possibly with a circus, at a theater, oreven in a nobleís court. At such a place, you receive freelodging and food of a modest or comfortable standard(depending on the quality of the establishment), aslong as you perform each night. In addition, yourperformance makes you something of a local figure.When strangers recognize you in a town where you haveperformed, they typically take a liking to you.

History

Is not all that complicated was the youngest child of a regional mountain man a half-orc who made a living hunting furs, some panning for gold and other honest work being well regarded even by the elves for his stoic noble heart and was a former pit fighter and slave with the scars to prove it named Borrak. Her mother was a human ,Hanna Moon, and might pretty making a living as a whore and well met papa while being mounted by him for coin and nine months later out she came mostly taking after her ma the only signs of her fathers blood her pointed orcish teeth the tusks filed down some. She was never a good girl she did train as a bards apprentice but took to crime more naturally robbing people in caravans not wanting to "shits where she sleeps" and until the trade routes closed up tighter than a virgins holes made a good living. Now is kind of desperate to leave she makes some coin performing but its not good and stealing is thin work to make coin on save for stealing some food from local farms and the odd open window she has avoided ripping off anything serious from the locals.

A horse or a silvered short sword in case I meet anything needing silver to hit it, I'd rather spend the 110gp for the sword given a choice.

I do need a kit for getting monster body parts and such for selling to mage sorts, after all she is a greedy gold whore if giant spider eyes and venom sell for good amounts of gold she wants to get them to sell if they happen to kill one, not to mention figuring out what magical stuff might be re-sellable like spell books.

A horse or a silvered short sword in case I meet anything needing silver to hit it, I'd rather spend the 110gp for the sword given a choice.

I do need a kit for getting monster body parts and such for selling to mage sorts, after all she is a greedy gold whore if giant spider eyes and venom sell for good amounts of gold she wants to get them to sell if they happen to kill one, not to mention figuring out what magical stuff might be re-sellable like spell books.

I'll be sure to work in ways for our money-grubbing little cutie to rake in the cash at every opportunity

I just am piecing together a kit of jars, bottles, flasks, wax for sealing and waxed paper etc. to store goodies in a way alchemists and mages would desire. She in Neutral Dark not exactly honorable save she won't steal from locals and her background will be she is upset the trade routes are closed its less people to thieve from.

Okay she might steal food if hungry but can also earn honest coin again hard with the caravan routes closed up. So leaving for better options is looking appealing.

Here's a list of optional rules and rules variants that are in play, for your knowledge. They're designed to support the intended playstyle - epic heroism. I'll compile all the setting information and houserules in one post shortly.

Feats: feats are being used. I find that they go a long way toward giving characters some mechanical differentiation, and to that end every character gets one free feat at level one. This is in addition to the free feat the variant human gets if you happen to take that race. Modify your characters accordingly.

Combat Options - The following are options both PC's and NPC's/monsters can take in combat.

CLIMB ONTO A BIGGER CREATUREIf one creature wants to jump onto another creature, it can do so by grappling. A Small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might.

As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check.

If it wins the contest, the smaller creature successfully moves into the target creature's space and clings to its body. While in the target's space, the smaller creature moves with the target and has advantage on attack rolls against it. The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action- knocking it off, scraping it against a wall, or grabbing and throwing it- by making a Strength (Athletics) check contested by the smaller creature's Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.

DISARMA creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item. The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

MARKThis option makes it easier for melee combatants to harry each other with opportunity attacks. When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.

OVERRUNWhen a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn.

SHOVE ASIDEWith this option, a creature uses the special shove attack from the Player's Handbook to force a target to the side, rather than away. The attacker has disadvantage on its Strength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.

TUMBLEA creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's spaceonce this turn.

HITTING COVERWhen a ranged attack misses a target that has cover, you can use this optional rule to determine whether the cover was struck by the attack. First, determine whether the attack roll would have hit the protected target without the cover. If the attack roll falls within a range low enough to miss the target but high enough to strike the target if there had been no cover, the object used for cover is struck. If a creature is providing cover for the missed creature and the attack roll exceeds the AC of the covering creature, the covering creature is hit.

CLEAVING THROUGH CREATURESIf your player characters regularly fight hordes of lower-level monsters, consider using this optional rule to help speed up such fights.When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.